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Horizon features a Production system which allows to produce items automatically using recipes, based on availability of various facilities, from mines to hi-tech factories. Production happens in cycles which are based on real time.
General[]
Resource production is handled via the Production Manager and is either passive or active.
- Passive production: runs non-stop, does not require any input.
- Active production: requires a Work Order, typically uses some resources.
More production buildings unlock more production potential per cycle and more recipe slots to be processed simultaneously.
Production is based on real time, to avoid any timescale or time-passing issues, and happens in cycles, like 30 minutes and 90 minutes. Resources used for production are taken from Production Storage or Master Workbench. Produced goods are stored into the Production Storage by default. Typically, a player should redirect Production Storage into Master Workbench of their choice and use it for all production. Produced goods are only received if an order is completed fully during the cycle. If only a partial order (for example, if total mine capacity is less than 1) could be produced, progress is saved to be added to the next cycle.
Production Manager[]
The "Production Manager" or "Resource Manager" is a complex menu which allows to manage any production service. The menu can be accessed through:
- Resource Station: indirect access, via sub-menu
- Production Console: direct access
- Farming Workbench: indirect access, via sub-menu
- Wilson: indirect access, via sub-menu
Limits[]
Every production is limited, especially by time, which amounts to 90 minutes real-time per work order. Advanced production amounts to 30 to 15 minutes per work order. In addition to time, the player limits himself through his individual gameplay and the associated amount of resources that the player can use, e.g. the amount of settlements, settlement building objects, components, etc.
The overflow mechanic, partial yield as well as population or technology of a settlement, workshop levels and, indirectly related to this, settler missions and their productivity (measured in settler skill), which is not further listed here, are also limiting.
Production Cycle[]
Every production cycle is measured in real-time not in in-game days or hours! All production cycles (standard, refining, factory) take 60 minutes. Trading cycle takes 3 hours.
This prevents bypassing the production system. The player should produce alongside exploring. Each production cycle is equivalent to a work order. I.e. 1 work order takes one production cycle, 999 work orders, 999 cycles.
Services[]
Production services (schematics) are either passive (run non-stop) or active (require work orders). Next to work orders, active services require skill and/or workshop levels. If requirements aren't met no service will be shown, the list is blank and thus the trade menu empty.
Work Order[]
Work orders allow to plan ahead of time and specify how many units should be produced. Work Orders run as long as the services are active and have the required ingredients. Some production categories do not require Work Orders and run non-stop (such as "Passive Services").
Work Orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max). Depending on the category, one can add/remove Work Orders to each service individually, or all at once.
Work Orders are only consumed when the item is actually produced, thus if ingredients are missing, the work order will be swapped over to the next procution cycle to check for the required igrendients again. The same applies to partially produced yield (overflow). Partial yield is pushed to the next cycle until full (1.0). When full, yield is put into the production storage by default.
Overflow[]
Crops, Oil Drilling, and Ore Mining can have partial yields (less than 1). These will accumulate over cycles and produce materials only when more than 1.00 accumulates. If a yield requires an upkeep cost (for example: liquid fuel), it will only take the cost when it actually produces at least 1.0 full unit.
Production Limit[]
The current maximum production yield is based on overall progress across all settlements. More Successful Settlements will increase production limits. The maximum yield per cycle depends on game progress and the choosen game mode: Desolation Mode during installation. In desolation mode production limits are usually halfed.
Product | Limit | Default Mode | Desolation Mode |
---|---|---|---|
Purified Water | Water Purification Unit + Successful Settlements | 16-40[citation needed] | 8-20[citation needed] |
Power Units | Power Surplus Converter | None[citation needed] | None[citation needed] |
Vendor Credits | Tenants + Vendor Stalls + Successful Settlements | 100-3000[citation needed] | 100-1500[citation needed] |
Supply Kits | Food/Water Ratio + Successful Settlements | 8-32[citation needed] | 4-16[citation needed] |
Crops | Crop Rating + Crop Stability + Crop Fertilizing + Successful Settlements | 6-40[citation needed] | 3-20[citation needed] |
📝 Note: The term Crop counts globally for all crop types, i.e. 1 crop unlock +1 Corn, Carrot, etc. Supply Kits depend on an even 20/20 Food/Water rating, above basic settler needs. Even though it counts globally (across all settlements), it should be noted to have it even locally per settlement, the game may have problems calculating it globally.[citation needed].
Ratings[]
Production can be influenced by production ratings. In general each rating is x1 products.[1] The ratings yield is often times based on:
- Total Workshop Buildings (e.g. more Farming Workbenches yield to more compost per cycle. each refinery or any factory yield to more products per cycle.)
- Settler Supplies (Food/Water/Beds/Happiness...)
- Settlements State (Successful Settlement and Settlement Community)
Ratings can rarely be influenced by Work Orders, e.g. Crop Fertilizing.
Vanilla Production[]
Vanilla Brahmin fertilizer production is moved into Horizon's production system (Compost > Fertilizer production), and no longer produces to each local workbench.[citation needed]
Existing placed scavenging stations will still function, but their junk output is reduced. Architect's Junk Yards are similar, but use resources.
All items produced are stored in the Production Storage by default.
Minerals[]
Mineral deposit are a new mechanic introduced by Horizon. Ores can be mined with the help of Large Extractor or a Small Extractor, Crude Oil can be pumped with Oil Wells and Oil Rig. Raw minerals, in turn, can be refined to produce many valuable raw materials.
Local Mineral Deposit function, available accessed by using the Production Console or Resource Station, can tell the player how much ore and crude oil can be produced in the local settlement. The numbers are randomized on game start, and range from 0.0 to 1.95. Ocean settlements always have more oil, at least 0.5.
Production Services[]
Horizon features a system of slots, recipes and work orders. Every production category has 10 slots, which might be fixed or free for player to assign, recipes, which player might choose for each free slot, and every slot can have multiple work orders which will be filled every cycle as much as possible with available production units and materials.
Standard Production[]
Doesn't require any control; these are automatically activated if the corresponding buildings are built and/or various items are placed in the Workbench (Example: placing Waste Food items in the Farming Workbench to produce Compost). Depending on the rating, passive production begins automatically.
- Income (Vendor Credits): from vendors and trading storages.
- Field Supplies: from excess food, water, and power 1:1:1.
- Research Material: produced by engineers with research buildings present.
- Crude Oil: produced by oil wells and oil rigs.
- Power Units: produced by Power Surplus Converter.
- Brahmin Milk: produced by Milk Brahmin Pen
- Compost (from Animals)
- Expenses (-Vendor Credit): these are actually spent by buildings like supply depots.
Activated Production[]
These are simple production recipes that require some kind of upkeep and added orders to work.
Recipe | Cost | 🔲 | Product | Units added by |
---|---|---|---|---|
Purified Water | ➡️ |
| ||
Seawater | ➡️ |
|
| |
Salt (from Seawater) |
|
➡️ |
|
|
Fish | ➡️ |
|
||
Wild Plants (Dry) | ➡️ |
|
| |
Wild Plants (Humid) | ➡️ |
|
| |
Fertilizer (from Compost) |
|
➡️ |
| |
Chickens |
|
➡️ |
|
|
Small Game Animals |
|
➡️ | Either;
|
|
Worker Production[]
Settlers assigned to job stations can be used for basic settlement production when they aren't deployed. This allows extra assigned jobs (or undeployed jobs), to feel useful (and even wanted). Settlers who are deployed on missions are automatically subtracted from the total jobs available for worker production. Every job can perform any of the shared "Worker Production" tasks.
Each settler assigned to a job station can potentially work all 4 tasks per cycle (evenly distributed). Each Work Order is for 1 settler on that particular resource, so 4 settlers is 4 work orders consumed per cycle on that resource. You can then decide which resource you actually want, and only spend upkeep materials on those particular resources. Each settler can essentially do 25% of each resource evenly split, and you cannot put 100% of their effort on 1 specific resource.
Some claimed Operation Sites can also add to Worker Production totals (such as concrete from the quarry).
The Technician is ideally the cheapest (and most appropriate) one to use if you just want "extra" workers to harvest basic resources, but any job station works.
Recipe | Upkeep | 🔲 | Product |
---|---|---|---|
Recycling: Trash | Trash 100 | ➡️ | |
Salvaging: Wood | Liquid Fuel 1 | ➡️ |
|
Salvaging: Steel | Liquid Fuel 1 | ➡️ | |
Salvaging: Concrete | Liquid Fuel 1 | ➡️ | |
Salvaging: Junk | Liquid Fuel 1 | ➡️ |
|
Recovery Bonuses[]
This production is free and slots are added by Operation sites and Expedition Camps. Items received are undocumented
Bonus | Source | Item |
---|---|---|
Expedition | Expedition Camps | Random Expedition Bonus [info needed] |
Junk | Big John's Salvage, Boston Library, Corvega Factory, Concord zones | Random Junk Item [info needed] |
Parts | Corvega Factory, Mass Fusion Containment Shed, South Boston Factory, Concord zone | Random Appliance/Machine Part [info needed] |
Vault Salvage | Regional Vault-Tec HQ | Random Vault Item [info needed] |
Business Income | Boxing Gym, Beacon Hill Pub, Cambridge Diner, Concord zone | Public Business Income [info needed] |
Educational Material | Boston Library | Educational Material |
Nuclear Material | Corvega Factory, Mass Fusion Containment Shed | Nuclear Fragment [info needed] |
Chemical Products | Mass Chemical, Concord zone | Random Chemical Product [info needed] |
Liquid Fuel | [info needed] | Random Fuel Item [info needed] |
Crops[]
Crops, either maintained or automatic, add crop production rating which passively produces every cycle. Possible crops are Carrot, Corn, Tato, Mutfruit, Melon, Gourd, Razorgrain, Tarberry. "Crop Fertilizing" section allows player to add work orders for specific crops to produce twice as much per cycle for the cost of 1 fertilizer per product.
Nursery[]
Various plant-related conversion recipes. Units and slots are added by Farming Workbench.
Recipe | Cost | 🔲 | Product |
---|---|---|---|
Wild Crop to Crop |
|
➡️ | 1 Crop |
Compost (from Wood) | ➡️ | 20 Compost | |
Fresh Crop to Crop |
|
➡️ | 1 Crop |
Warwick Crop to Crop |
|
➡️ | 1 Crop |
Extractors[]
This section allows player to order extraction of the ores:
All ores cost 1 Liquid Fuel to extract.
Arc Furnace Ore Smelting[]
Ores can be processed into basic materials and miscellaneous unused items.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Anthracite |
|
➡️ | None | |
Basalt | ➡️ | None | ||
Limestone | ➡️ | None | ||
Granite | ➡️ | None | ||
Magnetite | ➡️ | None | ||
Quartzite | ➡️ | None | ||
Chromite | ➡️ | None | ||
Laterite | ➡️ | None | ||
Dolomite | ➡️ | None |
Arc Furnace Metal[]
Arc furnaces also can perform some material conversions and create higher-grade alloys.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Alloy: Aluminum [Low Grade] |
|
➡️ |
|
Workshop: Craftsmanship 5 |
Alloy: Steel [Low Grade] |
|
➡️ |
|
Workshop: Craftsmanship 5 |
Alloy: Titanium [Low Grade] |
|
➡️ |
|
Workshop: Craftsmanship 6 |
Steel | ➡️ |
|
None | |
Uranium to Nuclear Material |
|
➡️ | Workshop Technology 4 |
Refinery[]
Refinery allows to process Crude Oil to valuable Liquid Fuel and Oil and has recipes to balance related materials stocks.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Process: Crude Oil | ➡️ |
|
None | |
Convert Nuclear To Crude Oil |
|
➡️ |
|
Workshop Technology 7 |
Convert Flamer Fuel to Liquid Fuel |
|
➡️ |
|
None |
Convert Oil to Liquid Fuel | ➡️ |
|
None |
Factories[]
Chemical Factory[]
- produces many drinks like alcohol, beer, purified Nuka-Cola. It can also perform chemical reactions, most importantly, efficiently produce Chlorine from Salt as a step to producing Purified Water.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Nitric Acid |
|
➡️ |
|
None |
Smokeless Powder |
|
➡️ |
|
|
Explosive Material |
|
➡️ | ||
Yeast |
|
➡️ |
|
None |
Alcohol (Pure) | ➡️ |
|
None | |
Fertilizer to Nitrogen/Phosphorous/Potassium |
|
➡️ |
|
|
Bone to Calcium/Phosphorus | ➡️ |
|
||
Carbon (x10) |
|
➡️ |
|
None |
Salt to Chlorine/Sodium/Hydrogen |
|
➡️ | ||
Cryogenic Fluid (x1) |
|
➡️ | ||
Nuka-Cola (Purified) (x1) |
|
➡️ |
|
None |
Hydraulic Fluid (x1) | ➡️ |
|
||
Nitrogen (x1) |
|
➡️ |
|
|
Oxygen / Hydrogen (x2) |
|
➡️ | None | |
Pharmaceuticals (x5) |
|
➡️ | None |
Parts Factory[]
- produces many valuable objects. Most importantly, it can manufacture .308, .38, .45 and 5.56 ammo while being more powder-effective that manual loading, produce Common Tools and Pipe Weapon Parts.
Tech Factory[]
- produces many high-tech items used in Power Armor. Also, it can craft Fusion Cells more effectively than manually and produce Energy Cells from Power Units.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Advanced Circuitry | ➡️ | Workshop Engineering 8 | ||
Basic Circuitry | ➡️ | Workshop Engineering 6 | ||
Biometric Scanner | ➡️ | Workshop Engineering 4 | ||
Military-Grade Circuit Board | ➡️ | Workshop Engineering 4 | ||
Control Processor |
|
➡️ |
|
Workshop Engineering 7 |
Energy Cells |
|
➡️ |
|
Workshop Technology 5 |
Fusion Cells |
|
➡️ |
|
None |
Hydraulic Actuator |
|
➡️ |
|
Workshop Engineering 5 |
High-Powered Magnet | ➡️ | Workshop Engineering 4 | ||
Balanced Manipulator | ➡️ |
|
Workshop Engineering 6 | |
Fusion Power Regulator | ➡️ |
|
Workshop Engineering 6 | |
Electronic Servomotor |
|
➡️ |
|
Workshop Engineering 5 |
Intact Synth Arm |
|
➡️ |
|
Workshop Engineering 8 |
Intact Synth Body |
|
➡️ |
|
Workshop Engineering 8 |
Intact Synth Head |
|
➡️ |
|
Workshop Engineering 8 |
Intact Synth Leg |
|
➡️ |
|
Workshop Engineering 8 |
Energy Weapon Parts |
|
➡️ | Workshop Engineering 4 |
Textiles Factory[]
- produces some useful Cloth-like items, Carbon Fiber and ultimately Ballistic Fiber.
Schematic | Cost | 🔲 | Products | Requirement |
---|---|---|---|---|
Ballistic Fiber |
|
➡️ | Workshop Craftsmanship 8 | |
Carbon Fiber |
|
➡️ |
|
Workshop Craftsmanship 5 |
Cloth |
|
➡️ |
|
None |
Packing Material | ➡️ | None | ||
Foam Rubber - Packing Material |
|
➡️ |
|
None |
See Also[]
- Architect
- Settlement
- Supply Line
- Resource Station
- Workshop Level
- Contraptions Workshop
- Guide/Settlement Building Limitations